v11.13.19a

Fighter


Starting Skills: Basic Martial Skill, Cloth Armor, Leather Armor, and Chain Armor Proficiency. Choose one of the following: Short Weapon and Basic Shield Skill, Short Weapon and Two Weapon Style, Projectile Weapon, Short Weapon and Thrown Weapon, or Great Weapon.

Lvl

Spikes

Spike Dmg

Bonus Powers

LP

CP

1

1

1

Choose two 1st level Fighter Powers.  One must be a Utility Power.

2

+2

2

2

2

Choose two Fighter Powers of 2nd level or lower. One must be a Utility Power.

2

+2

3

2

2

Choose two Fighter Powers of 3rd level or lower. One must be a Utility Power.

3

+2

4

3

2

Choose two Fighter Powers of 4th level or lower. One must be a Utility Power.

3

+2

5

3

3

Choose two Fighter Powers of 5th level or lower. One must be a Utility Power.

4

+2

6

4

3

Choose two Fighter Powers of 6th level or lower. One must be a Utility Power.

4

+2

There are those that choose the path of battle.  Some are heroes, others are thugs, but all who choose this path live and die by the sword.  The Fighter is one such.  He is an expert with weapons and in battle and his skills are specifically tailored to fighting.  Of all the paths available to an adventurer, Fighter is the broadest.  Whether one is a street-rat who has earned his way by murder and robbery or a valiant warrior serving the causes of justice and light, one can easily fit into the role of the Fighter.  For skill in battle and deadly effectiveness, the Fighter is ultimate.

Throughout history there have been hundreds of thousands of fighters.  They are the soldiers that stand on the front lines and in the War Councils of every war since the dawn of humankind. There are no stereotypical fighters.  They range from the likes of Rene Descartes, a philosopher/mathematician and soldier of fortune to the legendary Odysseus.  There have been great fighter-generals too, like Hannibal of Carthage, Alexander the Great and, from fantasy literature, Conan of Atlantis and Caramon Majere.  Many soldiers, historically, were trained with polearms to fight in huge lines at the front of the army.  Usually, each village or town had its own special style of pole-arm; the weapons of a man showed his homeland.  The fighter is the Everyman hero.

Fighters in the swords and sorcery worlds of Geas are those whose abilities center almost entirely around combat.  They have few of the out-of-battle abilities that other classes have, but they make up for it in plain old battle effectiveness.  

Fighters can be found in almost any kind of garb.  Most feel most comfortable in armor and with a weapon or three by their side, but some prefer agility and speed to heavy armors and protections.  Practical clothing, loose and easy to fight in, is always advisable.

1st level Fighter Powers


Fortitude

Incantation: None

Call: “Fortitude”

Target: Self                        Duration: Instantaneous        

Delivery: None                        Refresh: Short Rest

Accent: Skill                        Effect: Heal, Cure Disable

After the character has taken a Disable Effect, she can Heal 1 point and Cure one Disable Effect on herself.

Holding On [Utility]

Instead of choosing a Power, the Fighter can take Holding On (300 slow count to die instead of 180) as a bonus Advantage.

Precise Strike

Incantation: None

Call: “Wounding [x]”

Target: Individual                 Duration: Instantaneous        

Delivery: Weapon                Refresh: Short Rest

Accent: Skill                        Effect: Wounding

The character can expend a Spike to do one melee attack that will do Wounding damage equal to her Spike damage.

Raging Blows

Incantation: None

Call: “Shield-Breaking”

Target: Shield                        Duration: Instantaneous        

Delivery: Weapon                Refresh: Short Rest

Accent: Skill                        Effect: Shield-Breaking

If wielding a great weapon with two hands, the character can do two successive Shield-Breaking attacks without expending a Spike.  Remember that Shield-Breaking attacks should only be called if the attack hits a shield, and has no effect on anything but shields.

Resilience

Incantation: None

Call: None

Target: Self                        Duration: Passive        

Delivery: None                        Refresh:NA

Accent: None                        Effect: NA

The Fighter has one additional Life Point.  This Power can only be taken once.

Rest [Utility]

Incantation: None

Target: Self                Duration: Instantaneous        

Delivery: None                Refresh: Long Rest

Accent: Skill                Effect: Special

After the character has been dying for a Slow Count of 120, she can heal herself for 1 Life Point.  Note that this Power can be used at any time after the Fighter has been dying for at least 120 seconds.    The character need not be conscious to use this Power.

Soldiery Skill [Utility]

Instead of choosing a Power, the Fighter can take Apprentice Profession  as a bonus skill.  The character may choose between Soldier, Mercenary, Gladiator, and Bounty Hunter.

Smite

Incantation: None

Call: “[X]” or “Shield Breaking”

Target: Individual                Duration: Instantaneous        

Delivery: Weapon                Refresh: Short Rest

Accent: Skill                        Effect: None

The character can make an attack that does their Spike damage +1 additional point of damage.  This does not use a Spike.  If the character is using a Great weapon, this Power can instead be used to do a Shield-Breaking attack.

2nd level Fighter Powers


Armored Shell

Incantation: None

Call: None

Target: Self                        Duration: Passive        

Delivery: None                        Refresh:NA

Accent: None                        Effect: NA

Whenever the Fighter is wearing at least 1 Armor Point of physical armor, she gains one additional point to her maximum Armor Points.  This Power can only be taken once.

Disabling Strike

Incantation: None

Call: “Disable [Limb]”

Target: Individual         Duration: Permanent        

Delivery: Weapon        Refresh: Short Rest

Accent: Skill                Effect: Disable

While striking an opponent or their equipment with a weapon, the character should call out “Disable [Limb]”.  If the Disabling Strike is used while hitting a limb, that limb must be the one identified.  If the Disabling Strike is used while hitting a piece of equipment, a limb holding that equipment must be the one identified.  If the Disabling Strike hits some other target (body, cloak, etc.) the Fighter may identify any one limb.

Fighter’s Needs
Incantation:
None
Call: “Heal [X]”
Target: Self                        Duration: Instantaneous              
Delivery: None                        Refresh: Short Rest
Accent: None                        Effect: Heal
Immediately after being healed, the Fighter may echo that healing, healing herself for the same amount.  So after taking three points of healing from a Cleric, she could use this power and call “Heal 3” to heal herself three more points.

Gauging Strike [Utility]

Incantation: None

Call: “Discern: Max Armor Points”, “Discern: What is your Spike damage?”, “Discern: Maximum Life Points and maximum Armor Points”, “Discern: Total Levels”, “Discern: What is a single Vulnerability you have?”

Target: Individual                Duration: Instantaneous        

Delivery: Weapon                Refresh: Immediate

Accent: Skill                        Effect: Discern

By engaging an opponent, the Fighter can learn things about the other’s fighting style and capabilities.   With a strike, she can Discern the opponent’s maximum Armor Points or the opponent’s Spike damage. Characters with 3 or more levels in Fighter can Discern both maximum Life Points and maximum Armor Points.  Characters with 5 or more Fighter levels can Discern the total levels (or level equivalent) of the target.  Finally, characters with 7 or more Fighter levels can Discern a single Vulnerability of the target.  Each blow can be used to ask one question.  Note that, in mass melees and high pressure/speed situations, it may be impossible to Gauge things properly and no or erroneous answers may occur.  

Parry Blow

Incantation: None

Call: “Parry Blow”

Target: One Blow        Duration: Instantaneous        

Delivery: None                Refresh: Short Rest

Accent: Skill                Effect: Counter

Parry Blow is a counter to any melee attack called against its user, including weapon-delivered Effects.  Upon being struck with a successful blow, the player should call ‘Parry Blow’ and ignore all effects of the hit as if it had not occurred.

Reload [Utility]

Incantation: None

Call: “Insubstantial”, “Dispel Insubstantial”

Target: Self                   Duration: Special

Delivery: None         Refresh: Short Rest

Accent: Skill                    Effect: Insubstantial, Dispel

The fighter can only use this ability after moving off to a location removed from combat.  She then goes insubstantial and can return to the battle and collect projectile ammunition or thrown weapons.  Once she has collected six, or has decided that she has enough, she can return to her original location and Dispel her Insubstantial Condition.  While insubstantial the fighter can do nothing besides collect projectile ammunition or thrown weapons and return.

Shoulder [Utility]

Incantation: None

Call: “Shatter [Target]”

Target: Door, Wall, or other obstacle                   Duration: Instantaneous

Delivery: RP                                        Refresh: Short Rest

Accent: Skill                                            Effect: Shatter

By taking a running start and putting her shoulder into a door, wall, or other immobile object, the Fighter can cause a Shatter effect against it by force of pure strength.  Care should be taken by the player not to damage any actual property.

3rd level Fighter Powers


Bowyer [Utility]

Incantation: Focus Quick 100

Call: None

Target: Projectile Weapon               Duration: Instantaneous

Delivery: RP                        Refresh: Short Rest

Accent: Skill                        Effect: Rebuild

The Fighter can spend a Quick Count of 100 Rebuilding a projectile weapon (such as a bow or crossbow) that has been shattered.  

Fighter’s Strength [Utility]

Incantation: Focus Quick 100

Call: None

Target: Self                Duration: Short Rest        

Delivery: None                Refresh: Long Rest

Accent: Skill                Effect: Strengthen

By spending a quick 100 concentrating, the Fighter can boost his strength for a short while, gaining the Strengthened Condition.  This will let him use Great Weapons with a single hand as if she had two hands on it, or use two Long weapons simultaneously (with the proper Skills).  

Heavy Armor [Utility]

Instead of choosing a Power, the Fighter can take the Heavy Armor Proficiency as a bonus skill.

Quick Lesson [Utility]

Incantation: None

Call: “Grant +[Number] Spike damage on one Spike”

Target: Individual        Duration: Until used        

Delivery: RP                Refresh: Short Rest

Accent: Skill                Effect: Grant Plus Spike Damage

The Fighter can spend a minute or two showing another character tricks with a weapon.  After this short lesson, the other character gains a bonus to their Spike damage for one Spike.  The bonus is +1 for teachers who have 1-4 Fighter class-levels, +2 for teachers with 5-8 Fighter class-levels, and +3 for teachers with more than 8 Fighter-levels.

Lock Down

Incantation: None

Call: “Root”

Target: Individual                    Duration: Special

Delivery: Weapon                 Refresh: Short Rest

Accent: Skill                        Effect: Root

The Fighter can make melee attacks that Root those she hits.  As long as she keeps her right foot planted, as if rooted, she can swing “Root, Quick 100” at-will.

Second Wind [Utility]

Incantation: Focus Quick 30

Call: None

Target: Self                        Duration: Instantaneous        

Delivery: None                        Refresh:Short Rest

Accent: None                        Effect: Heal

The Fighter can expend a Spike to heal herself for 2 Life Points.

Shake it Off

Incantation: None

Call: None

Target: Self                        Duration: Instantaneous        

Delivery: None                        Refresh: Short Rest

Accent: None                        Effect: None

The Fighter can reduce one Effect with a duration of Quick 100 or Short Rest to a Quick 30.  When the duration ends, the character must let out a bellow, yell, or cry before taking any other actions.  This can reduce the duration of Effects caused by the Fighter’s own Powers, such as Grit.

4th level Fighter Powers


Brutal Blow

Incantation: None

Call: None or “Wounding [X]” or “Shield Breaking”

Target: Individual                Duration: Instantaneous        

Delivery: Weapon                Refresh: Long Rest

Accent: Skill                        Effect: None or Wounding  or Shield Breaking

The character can use a Spike that does +3 points of damage.   If the character is using a Great weapon, the Fighter may choose to do only +2 damage (rather that the great weapon’s normal +1 damage), but make it a Wounding Effect.  The call in that case would be “Wounding [Spike damage +2]”.  Alternatively, if the character is wielding an axe, hammer, mace, or great weapon, the Fighter may choose to do a Shield-Breaking attack instead, even with only one hand.

Twin Shot

Incantation: None

Call: Special

Target: Self                        Duration: Instantaneous

Delivery: None                        Refresh: Short Rest

Accent: Skill                        Effect: None

The character can fire two projectiles in succession that are identical.  After firing a projectile that the Fighter wishes to copy, she should call “Twin Shot” and then fire the second.  No other Powers or attacks can be used between the two arrows.  The second shot will mimic the first and have the exact same Call but will not expend any Powers or uses other than Twin Shot.  The second shot may have a different target.

Fighter’s Constitution

Incantation: None

Call: None

Target: Self                 Duration: Passive        

Delivery: None                Refresh: None

Accent: Skill                Effect: None

Whenever the character is given healing for two or more Life Points, she heals an additional two Life Points.  Thus, two points of Healing would heal the Fighter four.  Nine points of Healing would heal the Fighter 11 Life Points.

Great Shield [Utility]

Instead of choosing a Power, the Fighter can take the Great Shield Proficiency as a bonus skill.

Grit

Incantation: None

Call: “Grit”

Target: One Damaging Packet        Duration: Instantaneous        

Delivery: None                        Refresh: Short Rest

Accent: Skill                        Effect: Counter

The Fighter, though pure dedication, toughness, or sometimes concentrated hatred, can ignore the damage from one damaging packet (spell-ball or spell-packet) that hits her.  This is a Counter against damaging packets, but using it will cause the Fighter to be drained for a Quick Count of 100 as she shakes off the devastating damage.

Resolve

Incantation: None

Call: “Resolve”

Target: Self                 Duration: Instantaneous        

Delivery: None                Refresh: Short Rest

Accent: Skill                Effect: Counter

After being affected by a Power or attack  that would take the character to 0 Life Points or kill the character, the character may call “Resolve” and Counter that Power or attack.

Thick Skin

Incantation: None

Call: “Protect”

Target: Self                        Duration: Short Rest        

Delivery: None                        Refresh:Short Rest

Accent: None                        Effect: Grant Protect

After each Short Rest, the Fighter automatically gains a Protect vs. Weapons (any Weapon Delivered Effect or damage).  This Protect will last until used or until the completion of a Short Rest.   The Fighter should call “Protect” when she uses the Protect to Counter a Weapon attack.

Weapon Instructor [Utility]

Incantation: None

Call: None

Target: Individual        Duration: Until Long Rest        

Delivery: RP                Refresh: Long Rest

Accent: Skill                Effect: NA

After spending at least 5 uninterrupted minutes instructing another character in the use of a particular weapon or shield type that the Fighter has proficiency in , that individual gains proficiency with that weapon until the next time they take a Long Rest.  See the Combat chapter for weapon types.

5th level Fighter Powers


Armored Shell II

Incantation: None

Call: None

Target: Self                        Duration: Passive        

Delivery: None                        Refresh:NA

Accent: None                        Effect: NA

Whenever the Fighter is wearing at least 1 Armor Point, she gains one additional point.  This Power can only be taken once.

Lessons from Scars [Utility]

Instead of choosing a Power, the Fighter can take any combination of two Lore or Profession skills that relate to her life as a warrior.

Eviscerating Blow

Incantation: None

Call: Damage

Target: Individual                Duration: Instantaneous        

Delivery: Weapon                Refresh: Long Rest

Accent: Skill                        Effect: None

The character can do a single blow with a melee weapon that does 10 additional points of damage.  This damage does not change the damage type or anything about the attack.  If this Power is Countered, it can be attempted again once immediately (i.e. before other attacks are made or Powers are used).  The target of the second attempt need not be the same, but if it is Countered again, it is expended as usual.

Disengage

Incantation: None

Call: “Repel Quick 100” or “[Name or Description] Repel Quick 100”

Target: Individual                Duration: Quick 100        

Delivery: Weapon or Verbal        Refresh: Short Rest

Accent: None                        Effect: Repel

The Fighter can either make a weapon attack and cause the target to stay away from her for a short time, or, if she has a thrown or projectile weapon in hand when the Power is used, can use this Power with a Verbal delivery instead, indicating the target’s name or description to cause them to be repelled.

Aggravate

Incantation: None

Call: “Taunt 3”

Target: Individual        Duration: Permanent

Delivery: Weapon        Refresh: Short Rest

Accent: Skill                Effect: Taunt 3

Gaining the full attention of an opponent, the Fighter can strike with a blow designed to enrage and focus the opponent on herself. Remember that Taunt is only resolved by striking un-Countered blows.

Patch Armor

Incantation: Focus Quick 100

Call: None

Target: Self                        Duration: Instantaneous        

Delivery: RP                        Refresh: Long Rest

Accent: Skill                        Effect: Mend

The character can spend a quick count of 100 patching her own armor.  The Fighter can do a total of 15 points of Mending throughout the day.   Any amount of Mending may be done with any one usage of this Power.

Throat Shot [Utility]

Incantation: None

Call: “Silence until Healed”

Target: Individual        Duration: Until Healed

Delivery: Weapon        Refresh: Short Rest

Accent: Skill                Effect: Silence

The character can strike another in the throat or vocal chords (for those creatures without a throat) and cause it to go quiet.  This lasts until the Silenced Condition is Cured or until the creature gets any healing.  The strike should not actually target the player’s throat.

6th level Fighter Powers


Archer’s Eye

Call: “Wounding [x]”

Incantation: None

Target: Individual                        Duration: Instantaneous        

Delivery: Weapon                        Refresh: Long Rest

Accent: Skill                                Effect: Wounding

Once used, the Fighter can continue to use this power until they take a Short Rest.  The Fighter, while using a projectile weapon, can aim for a Quick count of 30, rather than 10, and add the Wounding Effect to her shots.

Break the Wall

Incantation: None

Call: “Shield-Breaking” or “Shatter Shield”

Target: Shield or Individual                Duration: Instantaneous

Delivery: Weapon                        Refresh: Long Rest

Accent: Skill                                Effect: Shield-Breaking or Shatter

Once used, the Fighter can continue reuse this until a Short Rest or they break a shield with it. This power allows the Fighter to swing the Shield-Breaking Effect..  If the character is using a Great Weapon, this Power will, instead, allow the Fighter to expend Spikes to do a “Shatter Shield” Effect if she hits a shield, until she has completed a Short Rest.

Breech

Incantation: Focus Quick 30

Call: “Insubstantial”

Target: Self                Duration: Slow 10 count        

Delivery: None                Refresh: Long Rest

Accent: Skill                Effect: Grant Insubstantial, Slow, Cure

After a moment’s focus (Quick 30) the character can make cause herself to go insubstantial for a Slow Count of 10.  During this time, although insubstantial, the character is also slowed.  The Power is often used to get past enemy lines, especially through tight, guarded doorways.  While the character is insubstantial, she needs to be very careful not to push past others, especially given the limited duration of the Power.  At the end of the Count, she should call “Cure Insubstantial.

Evade

Incantation: None

Call: “Evade”

Target: One attack with a Weapon or Packet (Spell-ball or Spell-packet) Delivery
                                                                
Duration: Instantaneous        

Delivery: None                                                        Refresh: Short Rest

Accent: Skill                                                        Effect: Counter

Evade is a counter to any attack made with a Weapon or Packet (Spell-ball or Spell-packet) delivery.  Upon being struck with such an attack the player should call ‘Evade’ and ignore all effects of the attack as if it had not occurred.

Improvised Weaponry [Utility]

Incantation: None

Call: None

Target: Self                Duration: Passive

Delivery: None                Refresh: None

Accent: None                Effect: None

The Fighter can use any weapon to do damage and block as if she had proficiency with the weapon.  If she does not have the appropriate skills, she cannot use Spikes with that weapon (or use Powers that require the use of Spikes).

Defensible

Call: None

Incantation: None

Target: Self                                Duration: Passive        

Delivery: None                                Refresh: None

Accent: None                                Effect: None

The Fighter can have a two points of Shielding above the normal maximum.  Usually, that maximum is three, which would allow the Fighter to stack up to five points of Shielding at once.

Plate Mail [Utility]

Instead of choosing a Power, the Fighter can take the Plate Mail Armor Proficiency as a bonus skill.

Shot Placement

Incantation: None

Call: “Wounding” or “Piercing”

Target: One attack                 Duration: Instantaneous        

Delivery: None                        Refresh: Short Rest

Accent: Skill                        Effect: Special

The Fighter can add the “Wounding” Effect to any attack Power that does not already cause an Effect.  Alternatively, the Fighter can change any Wounding Effect to Piercing.

Terminal Strike

Incantation: None

Call: “Piercing 3 Final”

Target: Individual                Duration: Instantaneous        

Delivery: Weapon                Refresh: Short Rest

Accent: Skill                        Effect: Piercing

The Fighter can throw a strike that is unblockable, and uncounterable.  This blow always does 3 points of damage and this cannot be altered.